[DEVBLOG#283] Hardweave and Hayweave
Added 2025-01-26 12:08:47 +0000 UTCHey guys and gals and welcome to a short development blog about some new stuff we're adding to Vanilla Factions Expanded - Medieval 2!
Among the new armors added, we're adding something called a padded armor.
A thick, quilted garment designed to absorb impacts and provide moderate protection. Often used by foot soldiers or worn under heavier armor.
Insulation Factor - Cold: 1.2×
Insulation Factor - Heat: 0.2×
Armor Factor - Sharp: 0.5
Armor Factor - Blunt: 0.35
Armor Factor - Heat: 0.4
I've added this armor to add a low-tier level of armor you can craft when you don't want thick leather or plate armor. It can be crafted from any fabric (not leather), which means devilstrand, hyperweave and cloth.
This however meant we needed some new textiles, and medieval times was roughly the time when some new textiles were invented.
These materials bring fresh crafting opportunities, each with unique advantages and drawbacks. Let’s explore what makes them special!

Hardweave: The Tough Alternative to Cloth
Hardweave is a durable fabric made from woven smokeleaf threads. Designed as a more resistant alternative to cloth, it provides improved armor values while sacrificing some insulation properties. It is crafted by weaving 50 smokeleaf leaves into 25 Hardweave at a tailoring bench or crafting spot. We picked smokeleaf because it's technically hemp.
Key Features:
Higher Durability: With increased max hit points and resistance to damage, Hardweave is ideal for crafting sturdier garments.
Moderate Armor Protection: Offers 42% sharp resistance, 12% blunt resistance, and 46% heat resistance, making it useful for defensive gear.
Reduced Insulation: While stronger than cloth, Hardweave does not insulate as effectively, with only +12°C cold and heat insulation.
Flammability: Remains 100% flammable, so fire is still a concern!

Hayweave: The Desperate Survivor’s Fabric
Hayweave is a rough, brittle textile created from woven haygrass. It is a cheap, easily accessible alternative for colonies that lack other materials. However, it is highly flammable and lacks the durability needed for long-term use.
Key Features:
Low Durability: With only 70 HP, Hayweave deteriorates quickly and is not suited for high-end crafting.
Minimal Armor Protection: Provides 15% sharp resistance, 5% blunt resistance, and 10% heat resistance, making it a poor defensive choice.
Basic Insulation: Grants +6°C insulation for both heat and cold, which is better than nothing but significantly worse than cloth.
Highly Flammable: 200% flammability means this fabric catches fire extremely easily, making it a dangerous choice in combat scenarios.
If you’re looking for a more resilient fabric for medieval-style armor and equipment, Hardweave is your best bet. It provides decent protection without requiring advanced materials. On the other hand, Hayweave is best used in emergency situations where cloth or leather isn’t available—just be mindful of fire hazards!


Hardleather: The Resilient Leather Upgrade
Hardleather is a reinforced leather material that combines the flexibility of traditional leather with enhanced toughness. It is crafted by treating standard leather with special hardening agents, making it a superior option for armor and durable equipment. You do it through the Boilpot structure - the process takes a while, but will turn patchleather (normally inferior) into a superior and more resilient hardleather.
Key Features:
High Durability: Hardleather boasts increased hit points compared to regular leather, allowing it to last longer in combat.
Improved Armor Protection: Provides 50% sharp resistance, 20% blunt resistance, and 40% heat resistance, making it excellent for light armor.
Moderate Insulation: With +14°C cold and heat insulation, it offers decent protection against harsh weather conditions.
Lower Flammability: Unlike Hardweave, Hardleather is only 50% flammable, making it a safer option for fire-prone environments.
That's it for now, I'll be back soon with more!
Comments
so excited for medieval 2!!!
Tia
2025-02-07 18:49:13 +0000 UTCOur goal is always releasing a polished and well tested mod. Medieval 2 isn’t even in testing yet, where it will spend at least a month.
Oskar Potocki
2025-01-28 08:08:29 +0000 UTCOoooohhh, these are cool!
Robert McPherson
2025-01-28 04:29:08 +0000 UTCI might actually start making patchleather to turn into hardleather. Makes it easy to use those more useless leather types and keep the production going. But here eagerly awaiting it. I will probably start a new game once this comes out with the tribal start.
Stim
2025-01-27 23:33:29 +0000 UTCSo hyped, really hope it release soon so I can start my new colony
Corentin Lieutenan T
2025-01-27 09:21:36 +0000 UTCBig YES
KaneLives
2025-01-27 02:38:34 +0000 UTCMfw no linen. But i like that you added cuir bouilli
HeinrichK
2025-01-26 23:53:08 +0000 UTCthink you might have made a mistake in the description. When talking about hardweave and how to make it you mention smokelead and Hardweave to make Hardweave
Casey Alce
2025-01-26 23:48:06 +0000 UTCI appreciate that you guys don't just add variety to add variety. Everything has a purpose and a tradeoff. I'm very excited about these options and have definitely lived in biomes where I didn't have the growing time for cotton. You guys rock!
Lisa Hennessey
2025-01-26 21:17:55 +0000 UTCMaybe just posting the values for some other materials here, for comparison. Values taken out of the game directly: Cloth: Durability: 100% Def: 36%/0%/18% (Sharp/Blunt/Heat) Ins: 18°C/18°C (Cold/Hot) Flam: 120% Plainleather: Dur: 130% Def: 81%/24%/150% Ins: 16°C/16°C Flam: 100% Patchleather: Dur: 100% Def: 45%/19%/90% Ins: 9°C/9°C Flam: 100% Lightleather: Dur: 100% Def: 54%/14%/150% Ins: 12°C/12°C Flam: 100% ...Huh. These numbers actually do not look too great for the hardleather. With extra steps in manufacture, at these numbers, it seems to be barely an upgrade to patchleather.
Kristian West
2025-01-26 20:41:25 +0000 UTCHayweave is meant to be the poor man’s cloth!
Oskar Potocki
2025-01-26 20:40:08 +0000 UTCDid some quick math, my assumption is that the resistance % is the final value of a padded Armor, because from what I understand the materials have a factor like the clothing, not an actual %. In that case, it’s comparable to wolf skin, better blunt resistance, worse insulation (rhino leather level insulation). It also has a low flammability, just a little worse than hyperweave in that stat
Thomas Grummett
2025-01-26 20:37:44 +0000 UTCHayweave also might make sense pulling early double duty, since you might be growing haygrass anyway for animal feed, so having some emergency fabric in case of a bad cold-snap or something could be useful.
DrKartoffelsalat
2025-01-26 19:22:30 +0000 UTCHow does hardleather compare to certain animal leathers? I imagine it's weaker than thrumbofur, but like, against bearskin or wolfskin, is it sturdier?
Félix Dubois
2025-01-26 17:16:45 +0000 UTCCotton takes a LOT of time compared to haygrass. In certain biomes with shorter growing seasons, you may not have time to grow cotton while you could harvest haygrass without issue.
Félix Dubois
2025-01-26 17:14:52 +0000 UTCAlso, since the topic of leather is linked to this post: Since the big creatures (Fenrir/Njörun/Lothurr) return according to the blog post a while ago, will they still have their old leathers? I really liked going out to the hunts to get enough of those leathers to clad my colonists in luxurious Pelt Coats.
Kristian West
2025-01-26 12:29:46 +0000 UTCLooks very cool, I like it. Will definitely use the new fabrics during my runs, in particular when I do not have access to the higher tier materials yet. EDIT due to accidental post: - Hardweave looks the most interesting for protective gear, in particular when doing a "harm no animals" run. And the fabrication from Smokeleaf leaves makes me finally plant some of that stuff. - Hayweave I have a bit of difficulty picturing a use for, since I cannot see much difference in growing Cotton and growing Haygrass. - Hardleather will be really useful for runs on harsher maps. Currently doing an Ice sheet run where I got a trickle of different leathers from early manhunters, but nothing in useful quantities. Turning patchleather into a better material will be a godsend there.
Kristian West
2025-01-26 12:21:46 +0000 UTC